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TIGSource ForumsCommunityDevLogsAust
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s0
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« Reply #20 on: August 01, 2013, 01:36:53 AM »

Not much to say other than this is a nice list of inspirations and you're off to a promising start!

Will be keeping an eye on this
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Hangedman
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« Reply #21 on: August 01, 2013, 05:29:41 AM »

Updated the list. And thanks for the good words! I've been slowly experimenting for a while.

I've had endless pain fiddling with 3d level generation, because sticking assets together without things colliding and being annoying and you have another dimension in which to have edge cases and yeah. I'm still working on it.

Btw, never make anything in 3d with hexagons, it ain't worth it

I've made simple animations for the player character, walk, run, attacks, and I'm hoping to get the rest of those done and make some simple AI enemies.

I'm dreaming of a future in which melee weapons are common because superhuman semiorganic beings that can cut you in half in the time that it takes you to pull a trigger are the norm.
So you're going to have to be faster.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
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« Reply #22 on: August 01, 2013, 10:18:54 PM »

Thanks dude.  Smiley Hopefully when my internet speed is restored, I'll be able to catch on some H-man productions, but in the meantime, go go go!
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Hangedman
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« Reply #23 on: August 28, 2013, 08:38:26 AM »

Unity 4 borked up my level generation, but I needed to scrap it and rethink anyway.

Does anyone have any good reference material for animations?
Running, swinging weapons?

Or should I just screencap dark souls and study it mercilessly
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #24 on: January 28, 2014, 06:19:52 PM »

Never actually stopped working on this. Just rebuilt it from scratch three times. As you can see it's going rather well

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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
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« Reply #25 on: January 28, 2014, 06:36:33 PM »

Good to hear it's still going. Is "Aust" short for anything? My first name is Austin and my parents often shortened it to Aust.
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Hangedman
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« Reply #26 on: January 28, 2014, 07:05:27 PM »

Aust is short for something, yep.

Once the game mechanics come together enough that I can actually call it a game, I'll explain what it is.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #27 on: February 09, 2014, 07:50:28 PM »

New level generator seems to be finally, totally, ironed out, at least in terms of building rooms. Next I need to add room styles/objects, and actual entities. Decided to model some simple doors and pillars and such to get a sense of scale. Painted everything black and white so it wouldn't look so greyboxy.

Lookin' ok. There'll be proper textures later, but maybe some floors'll look like this just because, but far more details and definition on textures.

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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
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